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  1. Apr 23, 2013
  2. Apr 08, 2013
  3. Apr 07, 2013
  4. Apr 01, 2013
  5. Mar 31, 2013
  6. Mar 24, 2013
  7. Mar 23, 2013
    • Jeija's avatar
      Allow spawning particles from the server, from lua · e1ff5b13
      Jeija authored
      Spawn single particles or make use of ParticleSpawner for many randomly spawned particles.
      Accessible in Lua using minetest.spawn_particle and minetest.add_particlespawner.
      Increase Protocol Version to 17.
      
      Conflicts:
      	src/clientserver.h
      e1ff5b13
  8. Mar 14, 2013
  9. Mar 12, 2013
  10. Mar 06, 2013
  11. Mar 05, 2013
    • sapier's avatar
      split scriptapi.cpp · bdbdeab0
      sapier authored
      Remerge some files in order to reduce number of additional files
      
      Make necessary changes for split, rename files, reorganize some bits
      bdbdeab0
  12. Feb 27, 2013
  13. Feb 24, 2013
  14. Feb 19, 2013
  15. Feb 06, 2013
  16. Jan 26, 2013
  17. Jan 21, 2013
  18. Jan 07, 2013
  19. Jan 02, 2013
  20. Dec 30, 2012
  21. Dec 02, 2012
  22. Nov 30, 2012
    • Matthew I's avatar
      Add shutdown hook interface to Lua API · 6c8fa83e
      Matthew I authored
      Scripts can call minetest.register_on_shutdown() to register a
      shutdown hook.
      
      Document that minetest.register_on_shutdown() callbacks may not be run
      
      If the server crashes, it is unlikely that callbacks registered using
      minetest.register_on_shutdown() will be called.
      6c8fa83e
  23. Nov 25, 2012
    • MirceaKitsune's avatar
      RealBadAngel's patch which allows the lua api to read pressed player keys.... · 3d1c481f
      MirceaKitsune authored
      RealBadAngel's patch which allows the lua api to read pressed player keys. This should make it possible to change the player's animation based on what he is doing
      
      Correct lua api version number
      
      Always update animations and attachments after the entity is added to scene client side. Fixes animations not being applied in client initialization for some reason. Attachments should be re-tested now just to be safe.
      
      Fix a segmentation fault caused by reaching materials that didn't exist in a loop for setting texture
      3d1c481f
    • MirceaKitsune's avatar
      A bunch of fixes · 756db817
      MirceaKitsune authored
      No longer hide players who are dead. With models, a death animation should be used instead
      
      Some changes requested by celeron55
      
      Rename a lot of things in the code, and use better lua api function names
      
      Minor code corrections
      
      Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
      756db817
    • MirceaKitsune's avatar
      Update attachments at the ending of the addToScene function for parents. And... · 9259d028
      MirceaKitsune authored
      Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
      
      Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
      
      Fix a bug in falling code where entities get stuck
      
      Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
      
      Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
      
      Create a separate function for detaching, and also update lua api documentation
      
      When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
      
      Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
      
      Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
      9259d028
    • MirceaKitsune's avatar
      Complete the attachment framework. · 948b5a8b
      MirceaKitsune authored
      The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come
      
      Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment:
      
      // Attachments need to be handled on both the server and client.
      // If we attach only on the server, models (which are client-side)
      // can't be read so we don't know the origin and orientation of bones.
      // If we attach only on the client, the real position of attachments is
      // not updated and you can't click them for example.
      948b5a8b
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